Upon becoming a soul warrior at level 1 all soul warriors become aware of what eternity companions are.
As this class you may take 5 languages, 2 trinkets, and your companion right away as a background.
If you are multiclassing into a soul warrior you have likely come across one after you have already experienced levels and adventures but many soul warriors are revived by one. Some soul warriors are made aware of their abilities by come a crossed one as well.
If you are taking any other start you must find your eternity companion through meditations. Take a short rest and forego the benefits of it to focus. Roll a d20 and upon a 20 you become aware of a nearby eternity companion.
Eternity Companions typically take the form of a "Light Ghost" but can take the form of any tiny creature. Details for light ghosts at the bottom of the page. Non light companions are those that have died and been reborn with a search for a soul tie.
Most eternity companions are lawful neutral abiding by the morals are rules set by their soul warrior. They greatly favor soul warriors over other creatures and are compelled to tie themselves to one if they are not.
At level 0 eternity companions have 1 hit point an AC of 5 and have access to some features. Some features of eternity companions are also "Soul tied" meaning that they can only be used on the soul warrior they have used sundance on and become tied to.
Sundance: Targeting any soul warrior or creature capable of becoming one can be revived if they fall below 1 hit point. This revive brings them back to 6 hit points and grants them temporary hit points equal to their own level. Using this feature magically ties a creature to an eternity companion. Once doing so this feature is soul tied until the tied creature is killed.
Search for Soul: When not tied to a soul warrior, eternity companions search endlessly for a soul warrior or a way to help one.
At and after level 1 core features
Hit Points equal to 2d4 + constitution modifier per level.
AC equal to 14 + their intelligence modifier.
Proficiency in intelligence and wisdom saving throw and any 5 skills.
Eternity Companions start with:
4d4 x 100 glimmer
Any simple weapon
1 trinket
Eternity Companions gain 1 level every time a soul tied creature gains 1 level. If they lose a soul tie they retain all levels.
True Guide: At level 1, Eternity Companions gain proficiency in all common land and sea vehicles and advantage on piloting vehicles they are not familiar with.
Learning Tie: At level 1, eternity Companions learn all languages and tool proficiencies of their tied creatures. They are also magically aware of their warriors emotions and if the warrior wants the companion to return to them. This feature can be blocked by spells that prevent creatures from speaking aloud or telepathically.
Ability Score Improvements: At level 2, Eternity Companions gain 1 point to any ability score. This feature can not improve strength or dexterity above 18. Ability score improvements are gained for eternity companions again every 2 levels. Eternity companions can not take features in place of ability score improvements.
Companion Plane: At level 2, eternity companions have access to a demi-plane that only they can access and can hold 30 pounds level eternity companion level.
For one action, focusing on a loose object lighter than their open capacity in the plane they can transport it into the plane.
For one action, focusing on an object inside their plane it can be transported to an unoccupied space within 5 ft.
As a bonus action, they can enter or leave their plane. When doing so they do not take any space up. They can not enter this plane while not soul tied and if the creature is killed while they are in the plane they are instantly ejected from it at the corpse of the creature.
If a eternity companion is killed anything within their plane is expelled out instantly to the closest unoccupied spaces.
It can also speak aloud audible within 20 ft. from this plane.
Quick Thinking: At the 3rd level, Eternity companions quick reflexes have enhanced greatly, allowing it to move and act quickly. It can take the Dash, Disengage, or Hide actions as bonus actions on each of its turns. Additionally, if it is within 5 feet of it's soul tie when it is forced to make a saving throw from an effect it can perceive, it can choose to use its reaction to disappear into its companion plane immediately, removing itself from the area of the effect and negating the need to make the saving throw at all. If a creature makes an attack against it that misses, or if your it takes damage, it can also choose to use its reaction to disappear into its pocket backpack, if it is within 5 feet of it's soul tied creature.
Glimmer Reprogramming: At the 4th level, eternity companions can use glimmer reprogramming. Glimmer is a type of programmable matter that can be turned into any abiotic material, object, or construct, such as a pile of copper, a handful of weapon parts, or, with sufficient glimmer, even a fully functional Tower frame. Now capable of programming glimmer. As an action, it can program up to 2,000 bits of glimmer into an abiotic item that does not require attunement. This glimmer is spent when eternity companions does this. How many bits of glimmer it takes to create a specific item is determined by the item’s purchase cost, or by your GM.
If an item is made up of glimmer, either in part or in whole, eternity companions can use an action to reduce it back to raw glimmer. The amount of glimmer that is recovered from the item is equal to one third of the amount of glimmer originally in the item.
When tinkering with armor and weapons that require certain parts. Eternity Companions are aware of what's necessary and can help soul warriors by creating it with glimmer and by telling them how to tinker.
Once an eternity companion has this feature the limit of glimmer is 100k and will take up space in the companion plane after that limit.
Light Ghosts have a movement speed of 40 ft. floating and are small orbs with floating pieces of armor around them that can be altered if the ghost lets it. These are tiny constructs that have been made to accompany soul warriors.
This armor can be removed if the light ghost lets it. This armor can be altered visual or replaced with better materials. Its general armor is made up of scrap metal and is not very sound giving it an AC of 5.
Light Ghosts have 1 hit points. They are adept at piloting vehicles gaining advantage on all checks to do so. They also can interact with technology as if they were speaking with it. This allows them to hack and communicate with machines and constructs.
Light Ghosts stats are STR: 7, DEX: 10, CON: 10, INT: 13, WIS: 13, CHA: 9.
Light Ghosts are also not capable of attacking on their own and thus have a CR 0.
Naturally Stealthy. A Ghost can attempt to hide even when it is only obscured by a creature or object that is at least one size larger than itself.
Ultralight. Ghost’s weight limit is 7 + Its strength modifier in lbs. It cannot lift, push, pull, or drag a weight in excess of this limit. If your Ghost is ever carrying a physical weight in excess of its weight limit, it is considered Restrained.
Living Machine. Ghosts are constructs, it has a personality and level of intelligence no different from other sentient biotic life. It is considered a living creature. It is immune to disease, and it does not need to eat, sleep, or drink, though it can choose to enter a rest state to defragment its digital memory if it wants to. It is resistant to bludgeoning, piercing, and slashing damage.
Light Mantas are similar to light ghosts. These are tiny constructs designed to accompany soul warriors. These are created by war forged and with much more resilient armor than their counterpart boasting a 11 AC.
Light Mantas have (1 + 1d10) 6 hit points and retain the additional 1d10 if made into an eternity companion. There stats are as follows STR = 6, DEX = 8, CON = 14, INT = 14, WIS = 16, CHA = 6.
They have a sight of 50 ft. magical dark vision and + 5 to passive perception. They also can use the cantrip fire bolt.
Mantas can not speak normally but can telepathically with their soul warrior and 1 other creature within sight. Light Mantas are much more comfortable being out in the open in comparison to other eternity companions.
Naturally Stealthy. A Ghost can attempt to hide even when it is only obscured by a creature or object that is at least one size larger than itself.
Ultralight. Ghost’s weight limit is 7 + Its strength modifier in lbs. It cannot lift, push, pull, or drag a weight in excess of this limit. If your Ghost is ever carrying a physical weight in excess of its weight limit, it is considered Restrained.
Living Machine. Ghosts are constructs, it has a personality and level of intelligence no different from other sentient biotic life. It is considered a living creature. It is immune to disease, and it does not need to eat, sleep, or drink, though it can choose to enter a rest state to defragment its digital memory if it wants to. It is resistant to bludgeoning, piercing, and slashing damage.